#version 330 core

layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 _normal;

uniform mat4 viewMat;
uniform mat4 projMat;

out vec3 normal;
out vec3 fragPos;

void main()
{
   gl_Position = projMat * viewMat * vec4(pos, 1.0f);
   normal = _normal;
   fragPos = pos; 
}